2015-02-17, 01:40 AM
Yes Blender has a decimate modifier which allows you to un-subdivide meshes or simply collapse them. However, the sculpting tools do not have a well intergrated multi-res modifier yet, and this has been criticized by developers. There are workarounds, which include using the shrinkwrap modifier to fix face distortion, although time consuming compared to Zbrush. Blenders dyntopo, however, makes up for this and many artists actually stick to Blender for sculpting due to this. Like this guy.
The mesh is over 30k vertices, and the map pieces just use a rendered image of the 30k vertices model. The rendered image includes alpha (black transparency for SoM) though rendering out a texture this way can be done using a proper alpha channel for modern engines.
The mesh is over 30k vertices, and the map pieces just use a rendered image of the 30k vertices model. The rendered image includes alpha (black transparency for SoM) though rendering out a texture this way can be done using a proper alpha channel for modern engines.